In the video, SaltEMike reacts to Ten Pound Forty Two’s update on the progress of server meshing in Star Citizen, noting mixed player experiences during tests with the new RMQ messaging system, which showed some improvements but also significant issues like interaction delays and crashes. He emphasizes the need for continued development and thorough testing to ensure stability before a live release, urging developers to focus on gradual improvements rather than rushing to meet player expectations.
In the video, SaltEMike reacts to a recent update from the YouTube channel Ten Pound Forty Two, which discussed the progress of server meshing in Star Citizen. The video highlights the mixed experiences players have had during the server meshing tests, with some reporting improvements while others faced significant issues. The discussion begins with an overview of the new RMQ messaging system, which is designed to enhance network performance and interaction delays during gameplay. This system has undergone testing with various player shard sizes, starting from 100 players and scaling up to 1,000.
The initial tests with 100-player shards provided a baseline for the RMQ system, which appeared to function as expected. However, as the tests progressed to 500-player shards, players experienced longer load times and interaction delays, although some improvements were noted compared to previous tests. SaltEMike emphasizes that while there were improvements, the overall player experience remained inconsistent, with some players facing severe delays in actions like getting out of bed or interacting with the game world.
As the testing continued, the video revealed that many players struggled with interaction delays and issues related to the transit system, particularly with trains. SaltEMike shared his own experiences, noting that while some players had smoother interactions, others faced significant problems, including crashing and being unable to see other players’ movements. The inconsistency in player experiences raised questions about the reliability of the RMQ system and whether it truly addressed the interaction delays that had plagued previous tests.
When the test expanded to 1,000-player servers, SaltEMike expressed skepticism about whether the server was genuinely populated by that many players, as many were stuck on loading screens. Despite some players getting into the game, the overall performance remained shaky, with frequent crashes and delays. SaltEMike pointed out that the RMQ system did show improvements in some areas, but the persistent issues meant that the technology was not yet ready for a live release.
In conclusion, SaltEMike shared his hopes for future tests, urging the developers to maintain a focus on stability and gradual improvements rather than rushing to meet player expectations for the 4.0 milestone. He stressed the importance of thorough testing, suggesting that the developers should keep servers up for extended periods to gather more reliable data. Ultimately, while there were signs of progress, SaltEMike remained cautious, highlighting the need for continued development and optimization of server meshing technology to ensure a functional and enjoyable gameplay experience.